HEAR ME OUT - WHY PLAYING WITHOUT HITSOUNDS MAY LEAD TO BETTER ACCURACY ON SOME MAPS. This is all based on my personal extrapolation and i have no deep technical understanding of how this stuff works in osu so take it with a grain of salt
so in a beatmap you have the ACTUAL timing of the song/mp3 itself, and the map hit timing. to decide when to tap your keyboard in order to be on time, you need a certain input to your brain - which would be the song and previous hitsounds. however these two can provide conflicting information when deciding when to hit a note.
so for this drawing imagine each note is 50 ms apart and you know you need to hit them at that interval

now this doesnt apply to sliders because they are queued to always slide at a certain time regardless of when you hit it so when you do hit it instead of starting the hitsound it just "reveals" it. single notes are a different story though.
so when deciding to hit a note this ends up being the information provided to your brain pretty much

Now obviously because this is assuming your hits are literally perfect, it can get messier than this. while your input and audio latency remain constant, you will hit notes early or late leading to an even bigger and even more inconsistent discrepancy between hitsound and real song timing.

I don't need to draw an image for this but this is why turning off hitsounds may be beneficial. Instead of providing conflicting timing information you only have one consistent source being the song instead of your inconsistent input. this is only really viable for maps that don't excessively rely on hitsound and you can draw the timing from the song itself.
i always have to adjust my timing offset when i turn hitsounds off by like -30 global cause i really tune into the song more and sometimes i take my headphones off one ear and use my keyboard as the "hitsounds" (though this does introduce the inconsistent nature of human input there is no latency/delay)
dont know if this is already well known but let me know what you guys think
so in a beatmap you have the ACTUAL timing of the song/mp3 itself, and the map hit timing. to decide when to tap your keyboard in order to be on time, you need a certain input to your brain - which would be the song and previous hitsounds. however these two can provide conflicting information when deciding when to hit a note.
so for this drawing imagine each note is 50 ms apart and you know you need to hit them at that interval
now this doesnt apply to sliders because they are queued to always slide at a certain time regardless of when you hit it so when you do hit it instead of starting the hitsound it just "reveals" it. single notes are a different story though.
so when deciding to hit a note this ends up being the information provided to your brain pretty much
Now obviously because this is assuming your hits are literally perfect, it can get messier than this. while your input and audio latency remain constant, you will hit notes early or late leading to an even bigger and even more inconsistent discrepancy between hitsound and real song timing.
I don't need to draw an image for this but this is why turning off hitsounds may be beneficial. Instead of providing conflicting timing information you only have one consistent source being the song instead of your inconsistent input. this is only really viable for maps that don't excessively rely on hitsound and you can draw the timing from the song itself.
i always have to adjust my timing offset when i turn hitsounds off by like -30 global cause i really tune into the song more and sometimes i take my headphones off one ear and use my keyboard as the "hitsounds" (though this does introduce the inconsistent nature of human input there is no latency/delay)
dont know if this is already well known but let me know what you guys think